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- research-articleSeptember 2024
Bridging Art and Mathematics with Tessella: A Scala Functional Library for Regular Polygon Finite Tessellations of a Plane
FARM 2024: Proceedings of the 12th ACM SIGPLAN International Workshop on Functional Art, Music, Modelling, and DesignSeptember 2024, Pages 15–23https://doi.org/10.1145/3677996.3678287Tessellations of a plane surface by means of unit-sided regular polygons is a classical subject both in art, with examples dating back to the earliest human civilisations, and mathematics, where the complex patterns generated by a very simple set of ...
- research-articleApril 2024
A Computer-Aided Design Tool for Muqarnas
Journal on Computing and Cultural Heritage (JOCCH), Volume 17, Issue 2Article No.: 31, Pages 1–17https://doi.org/10.1145/3648000In numerous instances of Islamic architecture, the geometric arrangement of muqarnas was established using square-rhombus tessellations in their flat projections. Similarly, in Türkiye, square-rhombus projection schemes have been employed in muqarnas ...
- research-articleDecember 2022
Two‐dimensional virtual try‐on algorithm and application research for personalized dressing
International Journal of Intelligent Systems (IJIS), Volume 37, Issue 12December 2022, Pages 12267–12282https://doi.org/10.1002/int.23086AbstractTo reduce the cost of virtual try‐on, a method of image deformation by body part size is proposed for the traditional two‐dimensional virtual try‐on method, which is challenging to represent the personalized characteristics of the body size of the ...
- research-articleNovember 2017
Tessellating stencils
SC '17: Proceedings of the International Conference for High Performance Computing, Networking, Storage and AnalysisNovember 2017, Article No.: 49, Pages 1–13https://doi.org/10.1145/3126908.3126920Stencil computations represent a very common class of nested loops in scientific and engineering applications. The exhaustively studied tiling is one of the most powerful transformation techniques to explore the data locality and parallelism. Unlike ...
- short-paperSeptember 2015
Hiding Information in Multiple Level-line Moirés
DocEng '15: Proceedings of the 2015 ACM Symposium on Document EngineeringSeptember 2015, Pages 21–24https://doi.org/10.1145/2682571.2797078Secure documents often comprise an information layer that is hard to reproduce. Moiré techniques for the prevention of counterfeiting rely on the superposition of an array of transparent lines or microlenses on top of a base layer containing hidden ...
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- research-articleJuly 2015
Improving grasp quality for 3D objects using particle swarm optimization (PSO) and mesh parameterization
AIR '15: Proceedings of the 2015 Conference on Advances In RoboticsJuly 2015, Article No.: 44, Pages 1–5https://doi.org/10.1145/2783449.2783493Handling of objects through robot hands is a complex problem in most applications. This makes grasp planning very important and thereby it becomes necessary to formulate efficient schemes for automated grasp synthesis. A method for fast synthesis of ...
- research-articleJuly 2014
AMFS: adaptive multi-frequency shading for future graphics processors
ACM Transactions on Graphics (TOG), Volume 33, Issue 4Article No.: 141, Pages 1–12https://doi.org/10.1145/2601097.2601214We propose a powerful hardware architecture for pixel shading, which enables flexible control of shading rates and automatic shading reuse between triangles in tessellated primitives. The main goal is efficient pixel shading for moderately to finely ...
- articleMay 2014
Tessellation
WIREs Computational Statistics (WICS), Volume 6, Issue 3May 2014, Pages 202–209This article provides a brief introduction to the definition, properties, and use of Voronoi diagrams, including the special cases of the Poisson-Voronoi and centroidal Voronoi diagrams. It highlights applications to problems in spatial statistics, ...
- research-articleJuly 2013
Designing unreinforced masonry models
ACM Transactions on Graphics (TOG), Volume 32, Issue 4Article No.: 91, Pages 1–12https://doi.org/10.1145/2461912.2461958We present a complete design pipeline that allows non-expert users to design and analyze masonry structures without any structural knowledge. We optimize the force layouts both geometrically and topologically, finding a self-supported structure that is ...
- ArticleJune 2013
Tiling 3d terrain models
ICCSA'13: Proceedings of the 13th international conference on Computational Science and Its Applications - Volume 1June 2013, Pages 550–561https://doi.org/10.1007/978-3-642-39637-3_43W3DS clients should be able to request 3D scenes, either using the getscene or gettile operations, and directly display them without any additional manipulation or geographic positional correction.
In this paper we will discuss how tiles should be ...
- research-articleMarch 2013
IDSS: A Novel Representation for Woven Fabrics
IEEE Transactions on Visualization and Computer Graphics (ITVC), Volume 19, Issue 3March 2013, Pages 420–432https://doi.org/10.1109/TVCG.2012.66The appearance of woven fabrics is intrinsically determined by the geometric details of their meso/micro scale structure. In this paper, we propose a multiscale representation and tessellation approach for woven fabrics. We extend the Displaced ...
- research-articleMay 2012
Point-tessellated voxelization
GI '12: Proceedings of Graphics Interface 2012May 2012, Pages 9–18Applications such as shape matching, visibility processing, rapid manufacturing, and 360 degree display usually require the generation of a voxel representation from a triangle mesh interactively or in real-time. In this paper, we describe a novel ...
- research-articleMarch 2012
Multiresolution attributes for tessellated meshes
I3D '12: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and GamesMarch 2012, Pages 175–182https://doi.org/10.1145/2159616.2159645We present a novel representation for storing sub-triangle signals, such as colors, normals, or displacements directly with the triangle mesh. Signal samples are stored as guided by hardware-tessellation patterns. Thus, we can directly render from our ...
- research-articleJanuary 2012
Shooting Permanent Rays among Disjoint Polygons in the Plane
SIAM Journal on Computing (SICOMP), Volume 41, Issue 42012, Pages 1005–1027https://doi.org/10.1137/100804310We present a data structure for ray shooting and insertion in the free space between disjoint polygonal obstacles with a total of $n$ vertices in the plane, where each ray starts at the boundary of some obstacle. The portion of each query ray between the ...
- articleJanuary 2012
Binary Nontiles
SIAM Journal on Discrete Mathematics (SIDMA), Volume 26, Issue 1January 2012, Pages 30–38https://doi.org/10.1137/090775336A subset $V \subseteq \mathbb{F}_2^n$ is a tile if $\mathbb{F}_2^n$ can be covered by disjoint translates of $V$. In other words, $V$ is a tile if and only if there is a subset $A \subseteq \mathbb{F}_2^n$ such that $V+A = \mathbb{F}_2^n$ uniquely (i.e.,...
- research-articleAugust 2011
Artistic tessellations by growing curves
NPAR '11: Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Non-Photorealistic Animation and RenderingAugust 2011, Pages 125–134https://doi.org/10.1145/2024676.2024697In this paper we propose to tessellate a region by growing curves. We use a particle system, which flexibly provides good control over the final effects by variations of the initial placement, the placement order, curve direction, and curve properties. ...
- research-articleApril 2011
Approximation of Loop Subdivision Surfaces for Fast Rendering
IEEE Transactions on Visualization and Computer Graphics (ITVC), Volume 17, Issue 4April 2011, Pages 500–514https://doi.org/10.1109/TVCG.2010.83This paper describes an approach to the approximation of Loop subdivision surfaces for real-time rendering. The approach consists of two phases, which separately construct the approximation geometry and the normal field of a subdivision surface. It ...
- research-articleMarch 2011
Fermi GF100 GPU Architecture
The Fermi GF100 is a GPU architecture that provides several new capabilities beyond the Nvidia GT200 or Tesla architecture. The Fermi architecture offers up to 512 CUDA cores and special features for gaming and high-performance computing. This article ...
- research-articleNovember 2010
Footprint-profile sweep surface: a flexible method for realtime generation and rendering of massive urban buildings
VRST '10: Proceedings of the 17th ACM Symposium on Virtual Reality Software and TechnologyNovember 2010, Pages 151–158https://doi.org/10.1145/1889863.1889896Generation of a large-scale city requires a significant amount of manual work and computation to process massive location information and model building geometry with multi-level of details. Normally, an urban city is heavily built-up with different ...
- ArticleNovember 2010
Determination of all tessellation polyhedra with regular polygonal faces
CGGA'10: Proceedings of the 9th international conference on Computational Geometry, Graphs and ApplicationsNovember 2010, Pages 1–11https://doi.org/10.1007/978-3-642-24983-9_1A polyhedron (3-dimensional polytope) is defined as a tessellation polyhedron if it possesses a net of which congruent copies can be used to tile the plane. In this paper we determine all convex polyhedra with regular polygonal faces which are ...